Tuesday, March 5, 2013

The History of Reloaded Productions

Before we take you on a journey through the history of our game development studio – Reloaded Productions, we would like to apologize for publishing this blog post a day late. We have been in crunch mode trying to get everything ready for Reloaded Day, especially all of the celebration gifts we mentioned in our previous blog. So without further ado, please join us for a stroll down memory lane …


Back at the end of 2011, we finished up APB Reloaded’s open beta period and went live with the game. It was a pretty eventful time for us, and we’d like to share some stuff about what we’ve done in the last year and what that start-up was like for us.

While the initial development of APB happened in a huge multi-floor building in Dundee, the continued development of APB Reloaded has been taking place in a single floor building located in the bustling city center of Edinburgh. It started as a fairly spacious location, but in the last six months, as we’ve brought on more staff from around the world, we’ve found that it’s actually starting to get a little cramped! The pictures below show what the room looked like before we’d really moved in, and what the same space looks like right now.

You can see our audio, production, design and community departments. Qwentle, Scottomon, Jotunblut, Revoemag and Farfletched all share this area and it’s typically the loudest part of the office. To the right of the picture is where our artists are kept, which probably explains the sheer number of action figures that there are loitering in the area (‘they’re for anatomical research reasons only, honestly’). We keep the programmers in the background of the picture. Aphadon, StuartReloaded, Hezeki and Androvald are just a few of the programmers that we have on site. Over on the right behind the glass wall is the QA area where Funkadefunk, A3 Paper and Digitalbeeps keep an eye on features to make sure everything’s ticking as it should.

The last two years of APB Reloaded’s development could be described as a kind of ‘organized chaos.’ 

We’ve really gotten to grips with a lot of the unusual methods that were employed during APB’s original development. The last eighteen months have been all about us learning the framework of the game so the next year can be all about more fixes, more content and faster development. 
We’ve added a lot of content (six new Contacts, Fight Club, server performance fixes, environment changes, new Weapons, new Mods, new Vehicle Kits, more clothes), all while coming to terms with a huge game and codebase. Now that we’ve had time to get to know the systems that exist in the game , we have some very cool plans for the 2013 that we will tell you all about in our next blog post.

We’re really proud of what we’ve achieved with APB Reloaded. We have to make a lot of difficult decisions every week – which feature gets pushed to the next release, which assets to include in the next update, sugar or no sugar – but we feel strongly that we’ve done the best that we can and we’re in a fantastic position for the road ahead.

We’re really excited about the next twelve months and beyond and hope that you all are too. It’s great to see so many people that are so passionate about the game and it’s always heartening for a developer to have a dedicated and lively fan base. Thanks for reading and remember: tap fire the n-tec for greatest damage!

We asked our developers what their favorite moments of the last twelve months were: 

“I could tell you, but then I’d have to kill you.” – Senior Systems Developer, U.N.C.L.E.
“Killing pumpkins! The squeaky laugh you got every time you killed one was great. The whole Asylum preview was really fun for me.” – QA Tester A3Paper.
“I think the highlight of my year was getting sent muffins in the mail from the SPCT. Muffins and brownies.” ‘So what you’re saying is that free food is the highpoint of your year?’ “Kind of, yeah.” – Androvald and Alistair, Game Programmer and Hosting Programmer respectively. 
“Does the time someone kicked a hole in the wall count? Okay then, how about when we went live on Steam?” – Revoemag.
“Staffing up with people from back in the day.” – Tim, Clothing and Character Artist.
“The CS ticket explaining in great detail what a camel-toe is, and then asking for one for their character.” – M, Head of Intelligence and Office Manager.
“Getting our clothing pipeline actually fixed so we can start turning out more clothing faster.” – SoleSurvivor, Lead Artist.
“Getting visual studio 2012 up and running. Performance boosts all round.” – Aphadon, Game Programmer.
“When the folks at Effigy News sent me a real life Joker box for Christmas. That was pretty much the best.” – Jotunblut, Community Manager.
“I have to say my favorite moment was basically everything that went on in the ‘Monte and Kogey’s Stupid Competition’ thread. There is no prouder moment for a developer than watching folk sacrifice themselves in formation just for the fun of it and because you are an egomaniac with too much time on your hands in the evening, a keyboard, and a varying list of whims with which to formulate your demands. It was fun, and the community availed themselves magnificently.” – MonteCristo.
“Late night totally sober community interaction.” –Qwentle, Lead Designer.
“My favorite moments of the last twelve months are not suitable for public consumption.” – Michael Boniface, Studio Manager.


  1. Their fav moment was when killerskull was banned from the forum.

  2. Slimer! How many G1C for the spud?

  3. We need nametags for everyone in the photos! I want to see the faces of the devs I'm shooting at :3

  4. Interesting, you know they say it takes like 18 months I think to get an item to prototype and then out in Beta or sale. So technically you guys are on the right track.

    Now that you truly understand the game, I think we could see APB explode with changes, improvements, additions, ext.

    Thanks for the peek. (BTW VS2012 woot! must have the black background though)

    BTW where are all these said devs you fight? They are never on Colby. I want to lay them out with an N-HVR ... I mean play a nice friendly game

  5. BTW the second photo.

    Revoemag is the only one we see the face of and MonteCristo is behind him ... how'd I do?

    1. Revoemag is the Guy in the Red flannel shirt on thr last piscture...right? :>

    2. Monte is the guy that sits at the left top corner on the last picture.

  6. Shoot I'm glad you guys came a long way. I loved the game back then when I started. Shoot I don't even know when I started playing but now that I built a better running computer I can play it that much more. Although my derp brother always be talking shet about the sometime faulty mechanics of the game, I still love playing this game. Most fun F2P game I have come across. I hope the future brings many more great things.

  7. For the last 18 months we've been learning how the game's framework works. So let me get this straight, you recruit the original developers of the game and they have no idea how the game was made? lol.

  8. I wanna see who's who too lol 18 months? Already? Guys, it feels like it was only a few months ago! Love APB! Here's to the future!

  9. More community interaction required! Should also get some GMs in the game for some Fight Club or something, that'd be fun, and you guys can then see what we all put up with on a daily basis. Obviously don't use your GM names and/or tags, that would ruin the surprise. lol

  10. This really puts into terms just how small the team is.

  11. I don't know what you guys did with this morning's patch but I can't get into any district without the game locking up and me having to ctrl, alt, delete to end the process. Something got seriously broken as I have not changed a single thing and I had little to no crashes for the last few months.

    I'm premium as well and I hope you guys put a hotfix out so I can actually play again!

  12. On a side note I was an original beta player for RTW and I'm still thankful G1 saved this title from the trash bin. It's a very unique game, it has it's frustrations with at times clunky mechanics (driving, some of the combat like no cover etc), hackers (every game has em though), but at the end of the day I have a blast with my friends when we're grouped up.

    I hope you guys continue to focus on adding meaningful content to the game with new contacts, clothing, mods etc and less on the Armas Marketplace. Getting people to want to progress though the actual game (leveling contacts to get cool new stuff) will make more people want to subscribe to get the benefits. This should be of more importance then adding the next new gun as an Armas exclusive. You should be able to get most of the stuff on Armas in the actual game just that you have to really work at it. Keep the perm weapons as Armas only though.

  13. This comment has been removed by the author.

    too bad my gift arrived to RP March 6th a day after this post
    keep up the good work and we will keep feeding you!!!

  15. It's truly amazing how far the game has come and the number of fixes RP has made to make this game more enjoyable. My hopes are more for security and future content development (Asylum), I feel this could attract more persons to play. However my wishes may be, you guys at RP are the best, keep up the good work.

  16. good to know what the inept morons at Reloaded Productions look like..

  17. Tier, due to school I won't really get to enjoy this party (I have to create a C parser and Applied Cryptology).

    Hope I can at least enjoy some of the festivities (knowing my luck there will be giveaways)

  18. Guys, last patch really improved the game, sneak peaks on what are you doing and planning to do to improve, optimize and upgrade the game is awesome, YOUR PATIENCE with most of us who are so easy to blame but so hard to be thankful most of the time!! And now that you made it for 1 year long with the official release and ensured the way to keep working on everything you want to make for the game, absolutely great, I'm very proud of you RELOADED, the concept of playing a game being part of a huge community and the developers letting us be part of the story as gamers is what made me feel like you invited me to your living room to play the game and I'm thankful for the privilege of play the game and be part of the community. Gz!


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